fcdc9ed65a
# Conflicts: # src/battle_util.c # src/data/pokemon/species_info/gen_7_families.h # test/battle/ability/download.c # test/battle/ability/intimidate.c # test/battle/ability/supreme_overlord.c # test/battle/ability/zero_to_hero.c # test/battle/ai/ai.c # test/battle/move_effect/plasma_fists.c
181 lines
7.1 KiB
C
181 lines
7.1 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gItemsInfo[ITEM_CHOICE_SPECS].holdEffect == HOLD_EFFECT_CHOICE_SPECS);
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ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND);
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ASSUME(gItemsInfo[ITEM_CHOICE_SCARF].holdEffect == HOLD_EFFECT_CHOICE_SCARF);
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}
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AI_SINGLE_BATTLE_TEST("Choiced Pokémon switch out after using a status move once")
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{
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u32 j, ability = ABILITY_NONE, heldItem = ITEM_NONE;
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static const u32 choiceItems[] = {
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ITEM_CHOICE_SPECS,
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ITEM_CHOICE_BAND,
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ITEM_CHOICE_SCARF,
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};
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for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
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{
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PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; }
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PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; }
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}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
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ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_RHYDON)
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OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(ability); }
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OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
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} WHEN {
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TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
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if (ability == ABILITY_KLUTZ) { // Klutz ignores item
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TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
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}
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else {
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TURN { EXPECT_SWITCH(opponent, 1); }
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}
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}
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}
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AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use stat boosting moves")
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{
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// Moves defined by MOVE_TARGET_USER (with exceptions?)
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u32 j, ability = ABILITY_NONE, heldItem = ITEM_NONE;
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static const u32 choiceItems[] = {
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ITEM_CHOICE_SPECS,
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ITEM_CHOICE_BAND,
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ITEM_CHOICE_SCARF,
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};
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for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
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{
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PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; }
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PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; }
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}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_SWORDS_DANCE].target == MOVE_TARGET_USER);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_RHYDON)
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OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_SWORDS_DANCE, MOVE_TACKLE); Item(heldItem); Ability(ability); }
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OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
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} WHEN {
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if (ability == ABILITY_KLUTZ) { // Klutz ignores item
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TURN { EXPECT_MOVE(opponent, MOVE_SWORDS_DANCE); }
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}
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else {
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TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
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}
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}
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}
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AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are the only party member")
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{
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u32 j, ability = ABILITY_NONE, isAlive = 0, heldItem = ITEM_NONE;
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static const u32 choiceItems[] = {
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ITEM_CHOICE_SPECS,
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ITEM_CHOICE_BAND,
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ITEM_CHOICE_SCARF,
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};
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for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
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{
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PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; isAlive = 0; }
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PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; isAlive = 0; }
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PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; isAlive = 1; }
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PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; isAlive = 1; }
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}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
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ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_RHYDON)
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OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(ability); }
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OPPONENT(SPECIES_SWAMPERT) { HP(isAlive); Moves(MOVE_WATERFALL); }
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} WHEN {
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if (isAlive == 1 || ability == ABILITY_KLUTZ) {
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TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
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}
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else {
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TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
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}
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}
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}
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AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they don't have a good switchin")
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{
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u32 j, ability = ABILITY_NONE, move = MOVE_NONE, species = SPECIES_NONE, heldItem = ITEM_NONE;
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static const u32 choiceItems[] = {
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ITEM_CHOICE_SPECS,
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ITEM_CHOICE_BAND,
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ITEM_CHOICE_SCARF,
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};
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for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
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{
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PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_SWAMPERT; move = MOVE_WATERFALL; }
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PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_SWAMPERT; move = MOVE_WATERFALL; }
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PARAMETRIZE { ability = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_ELEKID; move = MOVE_THUNDER_WAVE; }
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PARAMETRIZE { ability = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_ELEKID; move = MOVE_THUNDER_WAVE; }
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}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
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ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_RHYDON)
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OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(ability); }
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OPPONENT(species) { Moves(move); }
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} WHEN {
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if (species == SPECIES_SWAMPERT || ability == ABILITY_KLUTZ) {
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TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
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}
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else {
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TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
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}
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}
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}
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AI_SINGLE_BATTLE_TEST("Choiced Pokémon won't use status move if they are trapped")
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{
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u32 j, aiAbility = ABILITY_NONE, playerAbility = MOVE_NONE, species = SPECIES_NONE, heldItem = ITEM_NONE;
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static const u32 choiceItems[] = {
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ITEM_CHOICE_SPECS,
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ITEM_CHOICE_BAND,
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ITEM_CHOICE_SCARF,
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};
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for (j = 0; j < ARRAY_COUNT(choiceItems); j++)
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{
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PARAMETRIZE { aiAbility = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_RHYDON; playerAbility = ABILITY_LIGHTNING_ROD; }
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PARAMETRIZE { aiAbility = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_RHYDON; playerAbility = ABILITY_LIGHTNING_ROD; }
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PARAMETRIZE { aiAbility = ABILITY_NONE; heldItem = choiceItems[j]; species = SPECIES_DUGTRIO; playerAbility = ABILITY_ARENA_TRAP; }
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PARAMETRIZE { aiAbility = ABILITY_KLUTZ; heldItem = choiceItems[j]; species = SPECIES_DUGTRIO; playerAbility = ABILITY_ARENA_TRAP; }
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}
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GIVEN {
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ASSUME(gMovesInfo[MOVE_YAWN].category == DAMAGE_CATEGORY_STATUS);
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ASSUME(gMovesInfo[MOVE_YAWN].effect == EFFECT_YAWN);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(species) { Ability(playerAbility); }
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OPPONENT(SPECIES_LOPUNNY) { Moves(MOVE_YAWN, MOVE_TACKLE); Item(heldItem); Ability(aiAbility); }
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OPPONENT(SPECIES_SWAMPERT) { Moves(MOVE_WATERFALL); }
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} WHEN {
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if (playerAbility != ABILITY_ARENA_TRAP || aiAbility == ABILITY_KLUTZ) {
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TURN { EXPECT_MOVE(opponent, MOVE_YAWN); }
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}
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else {
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TURN { EXPECT_MOVE(opponent, MOVE_TACKLE); }
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}
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}
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}
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